Base Class: Paladin
Crafted as weapons for the great magical war, the Fluxian Inquisitors strike fear into the hearts of any who come across them. They are perfect killing machines that draw power directly from the God Emperor's magic through the inscriptions under their skin. Nowadays, it is extremely rare to see a Fluxian Inquisitor, as the few that remain operate as the closest and most loyal guards for the Emperor. No one knows what happened to the rest, but it is rumored that they work undercover, doing the dirty work for the peace of the kingdom.
Legend has it that they were created by the Emperor, who removed all of their skin to engrave magic sigils on the inside. This process subjected them to excruciating pain, causing their minds to break, a side effect much appreciated as it made them easier to control.
Primary Sigil
At 3rd level your primary sigil makes conection with the Emeperor, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with raw magical energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Emperor's command. As an action, your voice becomes deeper and you speak the words of your lord censuring the enemy, using your Channel Divinity. Each creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it becomes frightened for 1 turn or until it takes damage.
A frightened creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Sigil of magic
Your lord fills you with magical knowledge to serve your empress. You gain the following spells based on your level, which are always prepared and do not count against your daily number of prepared spells.
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Sigil of fortitude
As the foes of the empire grow in power, so do you. The Emperor's will fills you with fortitude to get the job done.
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Sigil of the fallen
Beginning at 15th level, you can cast the spell spirit shroud at will, and it requires no concentration. However, the damage is always necrotic.
Sigil of Kent Flux
At 20th level, the Emperor confides in you with his greatest power. As an action, you can reverse the flow of magic in a confined area. For 1 minute, a 30-foot radius field forms around you, and an eerie silence takes hold of the area, nullifying any and all magic that doesn't come directly from the Emperor himself.
Whenever an enemy creature starts its turn in the field, it takes 10 force damage.
In addition, for the duration, you have advantage on saving throws against spells cast outside the field.
Once you use this feature, you can’t use it again until you finish a long rest.
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